• Tidak ada hasil yang ditemukan

Increment 1: Skeleton tracking developed using Microsoft Studio 2010

CHAPTER4

Module 1: Module 1

4.2.1 Experimentation/Modeling

4.2.1.1 Increment 1: Skeleton tracking developed using Microsoft Studio 2010

Interpretation and Analysis

Based on the observation, the skeleton tracking is successfully projected on the screen represented by the hands and head of the cartoon. These objects would response to each of the user movement in real time according to human joints. A delay in movement however has been detected when running this simple program; in fact, the skeleton would act funny when the user is out of Kinect sensor boundaries. This sufficient information has been the strong reason for the developer to try out the Unity3D as the game engine that provides a platform for Kinect to works with.

4.2.1.2 Increment 2: Creating 3D model in Unity3D using Kinect Wrapper.

The second increment is aJI about to create a 30 model that can serve as the player later on. After completing the design of the model, however a wrapper is needed in order to control the model by the Kinect, this is the moment when the Kinect wrapper comes into the picture. This wrapper is developed by one of the Kinect community member. It is such a big handy whereby the wrapper can fit into the model perfectly.

~---c:-; ~:.

!q ... ·~ ...

-... -

... tJ

· ·--

lit ... 11t

-

' ' t \ . . . . 1 : z Z I

.,~

.... _

...

E¢j,~-:========::::,.

=--"""- ... =... -·

iii

-JIU>

...

Interpretation and Analysis

Through the observation, the Kinect wrapper has perfectly fit into the model meshes. Each of the movement made by the user successfully mapped into the screen with relatively small delay compared to the one build in Microsoft Studio 2010.

However, there is some glitch seen in the sample while it running whereby the model suddenly set into weird position until the user calibrates again with the Kinect, but then after much discussion, that was causes by the Kinect device itself.

4.2.1.3 Increment 3: Creating the game environment using Unity3D.

The third increment is among the most crucial part in developing this project whereby creating the environment for the model to be positioned with. This decision is being made based on the data gathering result to choose the most appropriate environment tool for the rehabilitation to take place. Other than that, the biggest achievement also started here when the model is able to grab and hold the object around him.

~·

(OJ+ l-lt:i - --~ - - - - - I:JcJ ~ - ~ -

l'irturc 211: Creuting the gume en' ironment using l nit)JJ).

Picture 21: ~lodcl b holding the object in l nit) 3D

Interpretation and Analysis

Based on the observation, user can fully control the model movement in real time while grab and holding the object in this case is a box wherever they want to move to, this can be a great opportunity to the developer as they can proceed with the next milestone. However the model could only to pick up and holding the box up until the sample is restart again. The environment is quiet nice as the tree and grass is moving around according to the wind direction.

4.2.1.4 Increment 4: Creating tbe Score counter and Remaining time counter.

In this crucial increment, the score count has been created and placed on the top left of the users screen to let the users know their current score whenever the character got destroy the box. Remaining time also has been set up together into the screen to alert the user how much time is left for them to add up their scores. These features actually are the main factors to motivate the users to complete the game.

l'icturc 22: Score counter nnd 1 imc rcn111ining feature~.

Interpretation and Analysis

When the user run through the game, remaining time-operates as expected once the game started and score counter increasing starts from zero whenever the box on user's hand got destroy. Once the time remaining close to zero, the scene automatically changes to score board scene whereby users' latest score appeared on the screen.

4.2.1.5 Increment 5: Creating Main menu and Score Board.

For this increment, the essential parts in developing a good game starts in here whereby a game menu is created tailored to the main game, the scene was created using the same engine whereby it being linked between the main scene and also the score board at the end of the game after the users finish the game. During the process of development, many challenges has been brought up since it is still a new type of game, among the challenges, the developer need to figure out on how to make the score board linked between the scenes, it was the toughest for this time being since it needs to be test out in every linked scenes.

l,icture 23: \lain menu

Picture 24: Sco~ ho11rd

Interpretation and Analysis

Through the observation that was being made during this increment, users will go first into the main menu screen to choose out either to play the games or to quit the application. After playing the game until the end of the time, the score board screen will appear afterwards showing the high score that the users got during the game. Then users can choose whether to retry the game by hitting RETRY button or just leaves the game as the score will restore back to 0 by pressing QUIT button.

CHAPTERS

Dokumen terkait